Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Dragonfly

[FINAL] EVITERNITY II - FINAL VERSION OUT NOW

Recommended Posts

Thanks again for taking the time to play through RC6, and so thoroughly! As discussed on Discord, the inability to get the items on MAP06 when playing the new Annihilate Me difficulty has been fixed and will be included in the final version. :D

 

Has anyone else stepped up to the challenge?

Share this post


Link to post

I've don't think I have played game with other people since Mortal Kombat 2 in the arcades! lol

Share this post


Link to post

Currently busy with Community Chest 3 at the mo, but RC6 is definitely on the must play list.

 

Wonder if Catalyst is tougher...

 

Is there a kind of co-op club on here? I've yet to finally try co-op but need to find a recruit. 

Share this post


Link to post
1 hour ago, RICHIE B said:

Wonder if Catalyst is tougher...

Spoilers for this ofc, so proceed with caution.

Spoiler

It's mostly the same: no blast wave chasing you and get ready to fight 2 cybers at the exit with the perforator.

 

Share this post


Link to post

I'm only on MAP31 so far but I LOVE how "Annihilate Me" doesn't just add more enemies and goodies but changes the fundamentals of how the fights work by adding new enemy types not in solo or WITHHOLDING weapons like MAP02 or changing the secret invuln in MAP03 to a mega (I still cheesed all of those fights by running out before I got locked into them so I didn't need it lol.)

I can't wait to find out what other additional enemies there are to find though I also kind of dread it.

Spoiler

Spectral astral cacos are very mean lol.

 

Share this post


Link to post

A generational classic. The Eviternity series is what you would recommended to 21st century mapping.

 

This is the kind of mapset that will stand the test of time, like legends before it (Hell Revealed, Scythe). Like its predecessor, Eviternity II surpasses the line of a good mapset and enters the hall of giants only reserved for the best of the best.

 

If this is ever going to be a trilogy, that trifecta will be the perfect synthesis to showcase to every aspiring Doomer out there.

 

Doom may go to The Dark Ages, but Eviternity II shows how there is also an Era of Light.

Share this post


Link to post

I played about half of the maps (not in order) on skill 5 and it truly is a different experience at times! It's definitely what I've been waiting for since January and I again appreciate the fixes to concerns raised here (like increased blind-friendliness of MAP24's finale without trivialising it). 

Even on MAP01, where seemed to be no reason for differences between UV and solo-net, Astral Caco is not harmed by the barrels like it is on skill 4. These details, and there is a lot like this one, are another great quality of Eviternity II.

Only map where I couldn't get all kills (other stats were always OK) was MAP36, but I can't tell now why exactly several monster closets did not teleport. I turned on noclip a few times after falling into the lava, so I blame myself this time. Especially with how awesome Kenosis is :). If I will encounter the same problem on my 4th playthrough, I'll let you know.

 

Quote

As discussed on Discord, the inability to get the items on MAP06 when playing the new Annihilate Me difficulty has been fixed and will be included in the final version. :D

If you can spoil that - will player be able to get these Berserks late into the map or you went for other solution? All players need a Berserk in this map, but allowing solo-net enjoyer to have all of them would make the map too forgiving, it seems to me.

Share this post


Link to post
4 hours ago, Zieleslaw said:

If you can spoil that - will player be able to get these Berserks late into the map or you went for other solution? All players need a Berserk in this map, but allowing solo-net enjoyer to have all of them would make the map too forgiving, it seems to me.

The zerks that are meant for players 2-4 are placed in such a way that they're very much unreachable by any means. But as DF said, this will be changed for the final release.

Share this post


Link to post
5 hours ago, Zieleslaw said:

If you can spoil that - will player be able to get these Berserks late into the map or you went for other solution? All players need a Berserk in this map, but allowing solo-net enjoyer to have all of them would make the map too forgiving, it seems to me.

 

Once a player enters the room with the initial berserk pack at the start of the room, the zerks intended for players 2-4 are silently teleported on top of the already-present berserk pack, you won't realise it in gameplay but on AM difficulty you'll be picking up 4 berserks instead of one, heh.

Share this post


Link to post
47 minutes ago, A_D_M_E_R_A_L said:

The zerks that are meant for players 2-4 are placed in such a way that they're very much unreachable by any means. But as DF said, this will be changed for the final release.

 

this is a good idea, if a player can see it, even through cheats, they will assume they can get it, and want to be able to get it.

Share this post


Link to post

Im either insanely stupid, but i just want to throw it out there:

  • DSDA-Doom 0.28.1
  • Freedoom 0.13.0
  • Eviternity II

When i start i get the actual Doom graphics. Not the FreeDoom ones. There is no regular Doom2.wad in the folder.

Share this post


Link to post
9 minutes ago, Redneckerz said:

Im either insanely stupid, but i just want to throw it out there:

  • DSDA-Doom 0.28.1
  • Freedoom 0.13.0
  • Eviternity II

When i start i get the actual Doom graphics. Not the FreeDoom ones. There is no regular Doom2.wad in the folder.

It's because the wad file has all the Doom sprites for palette reasons.

Share this post


Link to post
32 minutes ago, A_D_M_E_R_A_L said:

It's because the wad file has all the Doom sprites for palette reasons.

!!! That makes perfect sense. So this is one of those situations where if Id really wanted to, Eviternity would have had a hard time existing.

Share this post


Link to post

If you force the Eviternity 2 palette on the Doom II sprites, some of them look very glitched due to some color ranges having been partly sacrificed to get more cyans, teals, and greens.

 

From a quick look, the following sprites have at least some frames that get wrong color pixels and therefore really needed to be changed: CHGF, PISF, BAL1, BAL2, MISL, TFOG, IFOG, APLS, MANF, PUNG, MISG, MISF, SHTF, SHT2, PLSF, PLSE, PLSS, BFGF, BFS1, BFE1, BFE2, SKUL, PAIN, BSPI, SKEL, FATT, SSWV, CYBR, SPID, VILE, BKEY, PINS, BON1, SOUL, POL6, YSKU, SMRT, MEGA, TLMP, TLP2.

Share this post


Link to post

Map36 monster closets will be fixed for the next release. 

Share this post


Link to post
5 hours ago, Redneckerz said:

!!! That makes perfect sense. So this is one of those situations where if Id really wanted to, Eviternity would have had a hard time existing.

It goes without saying there isn't a precedent for that, but I thought it'd be funny to mention there's a precedent for them sort of doing the exact opposite. BTSX does the same thing and id's "response" was to make it official.

Share this post


Link to post

I first realised there's precedent for doing this thanks to WADs like BTSX & Ancient Aliens, where the custom palette means the graphics would look like absolute garbage without first converting them to the new palette and re-including them.

 

Not to mention the decades of sprite recolours roaming around the internet in various WADs, they'd take far less effort (colour remap only) to revert back to an identical copy of the IWAD files. :)

Share this post


Link to post

It's a shame there isn't a standard way to instruct source ports on how to remap IWAD graphics to a new palette so there'd be no need to include recoloured sprites. This doesn't seem like a hugely difficult thing: You'd need a way to provide a global translation of certain indexes, and maybe the ability to specify specific overrides for individual sprites by name.

Share this post


Link to post

Such a thing has been proposed in the past (you can search the forum for "PALREMAP" for one instance I remember); it just never took off.

Share this post


Link to post
On 9/8/2024 at 2:31 PM, Dragonfly said:

 

Evi 1: I didn't want to upload it until it works but I needed to prevent the weird credit less leeching 😅

 

Give it some time, after the port gets it's next major update things may work better. I also hope to do whatever is needed on my end to improve compatibility as a kex-exclusive release of the wad. 

 

 

 

Evi 2: doesn't run on that port, no idea if the needed features will ever be added, so at this point in time, no, it won't be added to the kex port. 

 

 

Do we know that the Kex port will ever get a major update?

Share this post


Link to post

Just finished the second episode on annihilate me! The first one was definitely more challenging with the new difficulty and map31 was a heck load of fun. Episode 2 was also really good (Especially charge and incinerate) but map07 was a bit of a difficulty spike. Still a very good addition to Eviternity II.

Share this post


Link to post

Enjoying EC6 immensely! One thing I just happened to notice when replaying map 28 on UV is that in the section that leads to the blue key, there appear to be some extra energy cell packs at the end of the corridor on the first floor. Not sure if it is intentional ammo balancing here (and in other places in the map) or if these are new items that are supposed to appear only the new difficulty. Did not see it in the changelog but wanted to bring it up just in case. 

Screenshot 2024-09-08 205900.png

Share this post


Link to post

Taking a break from Community Chest 3 (since I'm well ahead with the rest of the month remaining) to give RC6 a spin. Oh wow they weren't kidding.

 

I'm just glad Lost Souls health weren't put back up to 100.

Share this post


Link to post

The new annihilate me difficulty has made the run through RC6 quite fun so far I must say.  Blew through the first episode and most of the second episode today.  Just have the secret map and the final map for the second episode to do (which means I get to hear map 32's music again aw yeah).

 

Spoiler

Spectral Astral Cacodemons...whomever came up with that, you are an evil evil person xD

 

I only wish this wad could be compatible with Zdaemon because I'd get a real kick seeing the TNS crew go through the maps.

Share this post


Link to post

I haven't seen anyone else mention it, in MAP14 on annihilate me the easternmost fight has a bunch of stuck imps in the closets with the damaging floors and archies and revs in cages.

Share this post


Link to post
On 9/8/2024 at 3:31 PM, Dragonfly said:

 

Evi 1: I didn't want to upload it until it works but I needed to prevent the weird credit less leeching 😅

 

Give it some time, after the port gets it's next major update things may work better. I also hope to do whatever is needed on my end to improve compatibility as a kex-exclusive release of the wad. 

 

 

 

Evi 2: doesn't run on that port, no idea if the needed features will ever be added, so at this point in time, no, it won't be added to the kex port. 

Sorry to ask, but why it does evi 2 not work in the kex port? As far as I know, it does have mbf21 support

Share this post


Link to post
8 hours ago, TheSwordman said:

Sorry to ask, but why it does evi 2 not work in the kex port? As far as I know, it does have mbf21 support 

 

The Kex port still has a bunch of bugs in its Boom and MBF21 implementations that breaks stuff not just in Eviternity II but in the original Eviternity too. Support for Eviternity looks to be within reach but the sequel might not work as intended for quite some time since it needs dsdehacked and rendering optimizations to support the weather effects for example. None of this is on us really, so we can't speak to the timelines here. Where necessary we might alter the Kex builds but as of right now we're waiting for that team to make updates.

Share this post


Link to post

I asked this a couple of weeks ago, but did not get an answer, so I'll ask it one more time in case it got overlooked: why do all the leafs in Eviternity II make use of the TOUCHY flag? As far as I know, it only works if an actor also has the SHOOTABLE flag set and even then, setting the NOBLOCKMAP flag (like all leafs do) would negate that. But that's why I'm asking: is there any hidden DeHackEd wizardry accomplished by this? I would really love to know.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×